package d2player import ( "github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui" ) type Inventory struct { frame *d2ui.Sprite panel *d2ui.Sprite grid *ItemGrid originX int originY int isOpen bool } func NewInventory(record *d2datadict.InventoryRecord) *Inventory { return &Inventory{ grid: NewItemGrid(record), originX: record.Panel.Left, // originY: record.Panel.Top, originY: 0, // expansion data has these all offset by +60 ... } } func (g *Inventory) IsOpen() bool { return g.isOpen } func (g *Inventory) Toggle() { g.isOpen = !g.isOpen } func (g *Inventory) Open() { g.isOpen = true } func (g *Inventory) Close() { g.isOpen = false } func (g *Inventory) Load() { animation, _ := d2asset.LoadAnimation(d2resource.Frame, d2resource.PaletteSky) g.frame, _ = d2ui.LoadSprite(animation) animation, _ = d2asset.LoadAnimation(d2resource.InventoryCharacterPanel, d2resource.PaletteSky) g.panel, _ = d2ui.LoadSprite(animation) items := []InventoryItem{ d2inventory.GetWeaponItemByCode("wnd"), d2inventory.GetWeaponItemByCode("sst"), d2inventory.GetWeaponItemByCode("jav"), d2inventory.GetArmorItemByCode("buc"), d2inventory.GetWeaponItemByCode("clb"), // TODO: Load the player's actual items } g.grid.ChangeEquippedSlot(d2enum.EquippedSlotLeftArm, d2inventory.GetWeaponItemByCode("wnd")) g.grid.ChangeEquippedSlot(d2enum.EquippedSlotRightArm, d2inventory.GetArmorItemByCode("buc")) g.grid.ChangeEquippedSlot(d2enum.EquippedSlotHead, d2inventory.GetArmorItemByCode("crn")) g.grid.ChangeEquippedSlot(d2enum.EquippedSlotTorso, d2inventory.GetArmorItemByCode("plt")) g.grid.ChangeEquippedSlot(d2enum.EquippedSlotLegs, d2inventory.GetArmorItemByCode("vbt")) g.grid.ChangeEquippedSlot(d2enum.EquippedSlotBelt, d2inventory.GetArmorItemByCode("vbl")) g.grid.ChangeEquippedSlot(d2enum.EquippedSlotGloves, d2inventory.GetArmorItemByCode("lgl")) g.grid.ChangeEquippedSlot(d2enum.EquippedSlotLeftHand, d2inventory.GetMiscItemByCode("rin")) g.grid.ChangeEquippedSlot(d2enum.EquippedSlotRightHand, d2inventory.GetMiscItemByCode("rin")) g.grid.ChangeEquippedSlot(d2enum.EquippedSlotNeck, d2inventory.GetMiscItemByCode("amu")) // TODO: Load the player's actual items g.grid.Add(items...) } func (g *Inventory) Render(target d2interface.Surface) { if !g.isOpen { return } x, y := g.originX, g.originY // Frame // Top left g.frame.SetCurrentFrame(5) w, h := g.frame.GetCurrentFrameSize() g.frame.SetPosition(x, y+h) g.frame.Render(target) x += w // Top right g.frame.SetCurrentFrame(6) w, h = g.frame.GetCurrentFrameSize() g.frame.SetPosition(x, y+h) g.frame.Render(target) x += w y += h // Right g.frame.SetCurrentFrame(7) w, h = g.frame.GetCurrentFrameSize() g.frame.SetPosition(x-w, y+h) g.frame.Render(target) y += h // Bottom right g.frame.SetCurrentFrame(8) w, h = g.frame.GetCurrentFrameSize() g.frame.SetPosition(x-w, y+h) g.frame.Render(target) x -= w // Bottom left g.frame.SetCurrentFrame(9) w, h = g.frame.GetCurrentFrameSize() g.frame.SetPosition(x-w, y+h) g.frame.Render(target) x, y = g.originX, g.originY y += 64 // Panel // Top left g.panel.SetCurrentFrame(4) w, h = g.panel.GetCurrentFrameSize() g.panel.SetPosition(x, y+h) g.panel.Render(target) x += w // Top right g.panel.SetCurrentFrame(5) w, h = g.panel.GetCurrentFrameSize() g.panel.SetPosition(x, y+h) g.panel.Render(target) y += h // Bottom right g.panel.SetCurrentFrame(7) w, h = g.panel.GetCurrentFrameSize() g.panel.SetPosition(x, y+h) g.panel.Render(target) // Bottom left g.panel.SetCurrentFrame(6) w, h = g.panel.GetCurrentFrameSize() g.panel.SetPosition(x-w, y+h) g.panel.Render(target) g.grid.Render(target) }